I just wrapped up a Front now that my first game of Dungeon World has been played.
I just wrapped up a Front now that my first game of Dungeon World has been played.
Last we left our protagonists, they were fleeing into the Spirit Wood on druid-elkback to escape the Kobold/Lizard-folk legion that had taken Fort Ironwood on the Orc/Halfling border.
Front
The Scouring of the Spirit Wood
Cast
>Tanner, Thistle, Rose, Bardor, et al. – Halfling militia who fled the Fort, seeking refuge in the Spirit Wood, abandoning the PCs
>Felix, and five others – Halfling militia who stayed behind and were evacuated into the Wood by the PCs
>Grudge Cinderskin, Kobold holy warrior
>Stitchwing, Kobold blood wizard
>Siskis the Hooded, Lizard-folk lieutenant
>Lord High Lord of the Animals
>Various spirits & animals
Stakes
>What is the one Great Forest animal that forbids the Druid from sharing in its power?
>Who will control the Spirit Tree when all is said and done?
>Will the Lord High Lord of the animals be punished for its treasonous acts? How?
>What will happen to the Halfling clan-counsel?
Danger
The Kobold Legion (Barbarians)
Impulse: To grow strong, drive their enemies before them
Grim Portents…
>Kobolds & Lizard-folk discover Halflings hiding in the Spirit Wood and take them prisoner at their camp
>Siskis the Hooded interrogates his Halfling prisoners to learn the details of the Grove of the Spirit Tree
>Siskis and his clutch-brothers enter the Grove at night to raze the Tree and steal away with its seeds
Impending Doom
Pestilence
Danger
Lord High Lord of the Animals (Thieves Guild)
Impulse: To take by subterfuge
Grim Portents…
>The Lord’s animal servants lead the Kobolds to the secret Halfling trails that criss-cross the Wood.
>The Lord convinces the Halfling clan-council to seek refuge outside the capitol while the Kobolds are attacking
>Outside the capitol, the clan-council is ambushed; meanwhile, the Lord High Lord enters the Grove of the Spirit Tree to claim the woods as his own.
Impending Doom
Usurpation
Custom Moves
When you stand beneath the branches of the Spirit Tree, you may commune directly with the spirits. A successful Parley check with leverage or gifts allows one to Contact Spirits like the Level 1 Wizard’s spell but only for animals and plants of the Halflings’ home.
When you look into water gathered around the roots of the Spirit Tree, you may parley with leverage or gifts to be granted Visions Through Time like the Level 3 Wizard’s spell.